maybe if you made it give other minions backstab??
what about this
kaido weaponsmith
4 mana
0/4
OG and DW: nearby friendly minions gain backstab(3)
maybe if you made it give other minions backstab??
what about this
kaido weaponsmith
4 mana
0/4
OG and DW: nearby friendly minions gain backstab(3)
The thing is, according to @fispan [quote=“fusion23310, post:996, topic:2756”]
It can move through enemies
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It’s a less mobile flying backstab unit (seem familiar?). The zero attack still sucks though.
I really like the idea of a minion that gets better through dispel! Silence decks here we come. But, this concept needs some work (and a quick spellcheck on the name ;)) because If you were to dispel the Exorcist it would lose Flying anyway. There’s currently no way for it to éver have Flying! Maybe look for something else. A lot of potential here though!
Another excellent idea, but I wonder if it’ll be too tilting, and too easy to manipulate in Abyssian decks. Sacrificing this thing or even doing so multiple times seems like it would be a great way to stall for Variax while further invalidating board-centric strategies. In short: is this an enjoyable card to go up against? You might be happy if you’re playing Faie, Cassyva or Reva, but otherwise probably not. Just something to think about. I actually think this’d be okay as a Lyonar Structure because Lyonar relies so much on board presence and they have ways of destroying this thing; it might help push Artifact Lyonar.
Hey, thanks for the feedback, fixed the problems and will probably do my own critiques…
@tsevech, that seems like a mighty card indeed, until you realize that structures can’t attack. It’s essentially a tile blocker
So for my submission
I was thinking of making it so that the sudz spawn would proc every time soapy moves and make it so that It would benefit Songhai pet decks (and fits with their moving mechanics). Since it’s pretty weak as it is right now, I’m thinking of making it spawn 2 sudz rather than the one so that we could get more value.
I thought of having it spawn 1 sudz at the end of the turn originally due to the possible snowball accessible via buff(spells), but I realized that it would still be too gimmicky for standard play. The spawning through movement also fits the soapy theme and the 2 sudz spawns are meant to provide counter plays for the opponent ( a battle pet won’t attack if it doesn’t have attack to begin with. And the opponent could just as easily play a minion or general next to the minion to stop the sudz spawns) as opposed to an end of the turn spawn which doesn’t do much and is guarenteed at least 1 proc.
I’m not sure if anything I do would bring it out of meme territory, but I hope to bring it towards a usable state.
the change to move activation would give you some options and make it more dynamic since there would be a reason to play crimson coil, and it could be a reason to finally pick kaleos over reva. its a good idea to make it spawn 2 minions. Theyr just 1/1s and the main body is a weak 0/2. The stats are just too bad and the effect not good enough to justify play over things like katara or bloodtear without the extras.
Im trying to find problems with the card because you mentioned songhai but im not seeing any. Not to mention its super counterable with the gemeral able to clear it and provoke minions to counter its effect.
It’s a strong effect indeed, but it’s the only way to see a 0-attack card being played in Magmar
The faction privileges high attack minions to enable Natural Selection and Plasma Storm. So it’s strong, yet balanced by this major drawback for Magmar.
Vetruvians cosmic flesh + 2nd wish combo, one of lyonars many buffs, something fortitude by magmar, barring Vanar, there are many buff spells/mechanics that would allow soapy to deal damage to an enemy minion for free. Yes it’s vulnerable to general hits (and spells and dispells), but when buffed, it doesn’t feel too good to hit it with your generals limited health pool.
What I’m worried for is that it becomes obsolete after a general or even a minion is placed next to it.
Aight, so im a Magmar boi myself so here’s an idea for not just a whole new card, but a new Magmar expansion
So here’s dat lore stuff, Pirates, illegally using Boulder Breachers in the Stormmetal mines breach a hole to a cavern. Inside this cavern ancient and uncontrollable creatures live. From giant insectoid, the brains of this underworld, to massive war machine beasts.
General: A big bug guy, with armor that looks like it is made of bits of Boulder Breachers, and a spear headed with the Breacher drill.
BBS: summon a 1/1 Larvae, with the ability to be attacked by it’s own faction.(this will make sense later)
I haven’t designed an alternate general but the keyword that many of the minions would be "Consume"
Consume would activate a specific effect(ie: gain +2/+2) when the minion destroys another minion. The Larvae would be used as either a last defence meat shield, or more effectively used as a sacrifice for the other beasts.
Call the expansion: Ancient Hunger
Nice idea but how about you give Larvae rush instead of…[quote=“corsairus, post:1007, topic:2756”] the ability to be attacked by it’s own faction(?)
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Also consume resembles deathwatch a lot. Did you mean that the minion with the consume should kill to get the buff? So that’s why you can attack your Larvae As for a second General how about a hive queen that looks like a Wasp? And for a BBS: “steal a minion that cost 2 or less for this turn” (of course it has rush). Maybe instead of cost it should say 2 or less attack tell me what you think.
What do you think about this? I just made it!!!
Hope you like it
I think the bug thing isnt colorful enough or distinct enough(besides the robo arm) to be a general. The solid dark brown just isnt very appealing
Yeah I think you are right. I need to use brighter colors next time. But I’m still new to this so hopefully I get better.
@owlington The only Opening gambits that can be skipped are the ones that allow you to choose something. Skorn, Frostbone Naga, and even Dustwailer all have opening gambits that activate upon summoning. So no, Bound excorcist wouldn’t be a 5/11 on summoning, but rather a 0/6 until dispelled or killed or buffed.
Yes but the ability to dispel him next turn makes him op. His ability to limit your opponent’s movement is good enough as it is (I think he can’t move diagonally if he moves only 1 tile which is op by its self). Just like owlington suggested you should decrease his stats. Then the card would be great and balanced.
Why would you be packing dispel specifically for that? Even players who run Hamon don’t seem to run dispel for it even though it still hurts them to keep it undispelled. But I get it. 0/6 at 4 mana are technically the same stats as portal guardian, but benefit from dispels rather than most of everything else (unless you buff it)…
Is it really true that diagonal spaces are counted as two?
Eyyy, 1000 boiz
I’m just imagining the despair of playing that card on 4 mana and your opponent killing it. Then you playing keeper of the vale for a total of 8/15 stats sigh
No it counts as one but it does benefit equally from additional movement buffs
Technically it kinda does count as two usually but I’m not sure if it’s costed as 2 tiles. So i’m not sure if by reducing a unit’s movement if it would eliminate diagonal movement at a certain amount.
Diagonals are considered 2 tiles for movement, but considered adjacent for attacking. Remember that boss that could only move 1 space?
Hey @mebler92 just wanted to discuss the new mechanic you presented Delay. Sounds fun and the cards you use as an example are viable but I feel that Delay is a shorter way to say: Opening Gambit after (X) turns do this… I think that Delay would be more interesting if another factor was required to activate the card’s effect. For example: Delay should be able to be dispelled and if the minion was removed the effect should not happen. This allows you to create more powerful cards in the future even if it makes the first card you suggested obsolete. Also, It would be nice to know by “turn” you explain witch turn, yours or the opponents or both? As it is now I am somewhat confused with this part. Furthermore, there should be a number displayed above the minion or somewhere else stating how many “turns” are left for the effect to trigger. Lastly, can Delay also work with spells and if so how would they appear in game?
Triple Agent
3 mana
neutral 2/4
Sentinel: minion summoned
This minion, the minion that transformed this, and a random friendly minion gain +2/+2.